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Documents authored by Spronck, Pieter


Document
Human-Game AI Interaction (Dagstuhl Seminar 22251)

Authors: Dan Ashlock, Setareh Maghsudi, Diego Perez Liebana, Pieter Spronck, and Manuel Eberhardinger

Published in: Dagstuhl Reports, Volume 12, Issue 6 (2023)


Abstract
People interact with semi-intelligent machines during their daily lives. They desire systems to respond intelligently to requests. While improvements to the interaction between humans and AI have been made over the years, these systems are a long way from responding like a human partner. Virtual (game) worlds are an ideal environment in which to experiment with the interaction between humans and AI, due to their similarity with real world environments and the presence of agents that represent "real people" that make decisions and interact among them. In recent years, the number of ways in which players can interact with games have increased considerably: from the traditional mouse, keyboard, and controller, to responding to natural movements, facial expressions, voice, eye movements and brain signals, among others. This seminar brought together scientists, researchers, and industrial developers who specialize in intelligent interaction between humans and computer agents in virtual (game) environments. This report documents the program and its outcomes.

Cite as

Dan Ashlock, Setareh Maghsudi, Diego Perez Liebana, Pieter Spronck, and Manuel Eberhardinger. Human-Game AI Interaction (Dagstuhl Seminar 22251). In Dagstuhl Reports, Volume 12, Issue 6, pp. 28-82, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)


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@Article{ashlock_et_al:DagRep.12.6.28,
  author =	{Ashlock, Dan and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter and Eberhardinger, Manuel},
  title =	{{Human-Game AI Interaction (Dagstuhl Seminar 22251)}},
  pages =	{28--82},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2023},
  volume =	{12},
  number =	{6},
  editor =	{Ashlock, Dan and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter and Eberhardinger, Manuel},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.12.6.28},
  URN =		{urn:nbn:de:0030-drops-174550},
  doi =		{10.4230/DagRep.12.6.28},
  annote =	{Keywords: Computational intelligence, artificial intelligence, games, modeling, interaction}
}
Document
Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511)

Authors: Jialin Liu, Tom Schaul, Pieter Spronck, and Julian Togelius

Published in: Dagstuhl Reports, Volume 9, Issue 12 (2020)


Abstract
The 2016 success of Google DeepMind’s AlphaGo, which defeated the Go world champion, and its follow-up program AlphaZero, has sparked a renewed interest of the general public in computational game playing. Moreover, game AI researchers build upon these results to construct stronger game AI implementations. While there is high enthusiasm for the rapid advances to the state-of-the-art in game AI, most researchers realize that they do not suffice to solve many of the challenges in game AI which have been recognized for decades. The Dagstuhl Seminar 19511 "Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI" seminar was aimed at getting a clear view on the unsolved problems in game AI, determining which problems remain outside the reach of the state-of-the-art, and coming up with novel approaches to game AI construction to deal with these unsolved problems. This report documents the program and its outcomes.

Cite as

Jialin Liu, Tom Schaul, Pieter Spronck, and Julian Togelius. Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511). In Dagstuhl Reports, Volume 9, Issue 12, pp. 67-114, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@Article{liu_et_al:DagRep.9.12.67,
  author =	{Liu, Jialin and Schaul, Tom and Spronck, Pieter and Togelius, Julian},
  title =	{{Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511)}},
  pages =	{67--114},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2020},
  volume =	{9},
  number =	{12},
  editor =	{Liu, Jialin and Schaul, Tom and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.9.12.67},
  URN =		{urn:nbn:de:0030-drops-120113},
  doi =		{10.4230/DagRep.9.12.67},
  annote =	{Keywords: artificial intelligence, computational intelligence, game theory, games, optimization}
}
Document
Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)

Authors: Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß

Published in: Dagstuhl Reports, Volume 7, Issue 11 (2018)


Abstract
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sectors of today's society, and the increased complexity of games, game development has reached a point where it is no longer humanly possible to use only manual techniques to create games. Large parts of games need to be designed, built, and tested automatically. In recent years, researchers have delved into artificial intelligence techniques to support, assist, and even drive game development. Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design. This research is still very young, but already the games industry is taking small steps to integrate some of these techniques in their approach to design. The goal of this seminar was to bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games, to (1) explore and extend the possibilities of AI-driven game design, (2) to identify the most viable applications of AI-driven game design in the game industry, and (3) to investigate new approaches to AI-driven game design. To this end, the seminar included a wide range of researchers and developers, including specialists in AI/CI for abstract games, commercial video games, and serious games. Thus, it fostered a better understanding of and unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry.

Cite as

Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß. Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471). In Dagstuhl Reports, Volume 7, Issue 11, pp. 86-129, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2018)


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@Article{spronck_et_al:DagRep.7.11.86,
  author =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  title =	{{Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)}},
  pages =	{86--129},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2018},
  volume =	{7},
  number =	{11},
  editor =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.7.11.86},
  URN =		{urn:nbn:de:0030-drops-86722},
  doi =		{10.4230/DagRep.7.11.86},
  annote =	{Keywords: dynamical systems, entertainment modeling, game design, multi-agent systems, serious games}
}
Document
Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051)

Authors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius

Published in: Dagstuhl Reports, Volume 5, Issue 1 (2015)


Abstract
This report documents Dagstuhl Seminar 15051 "Artificial and Computational Intelligence in Games: Integration". The focus of the seminar was on the computational techniques used to create, enhance, and improve the experiences of humans interacting with and within virtual environments. Different researchers in this field have different goals, including developing and testing new AI methods, creating interesting and believable non-player characters, improving the game production pipeline, studying game design through computational means, and understanding players and patterns of interaction. In recent years it has become increasingly clear that many of the research goals in the field require a multidisciplinary approach, or at least a combination of techniques that, in the past, were considered separate research topics. The goal of the seminar was to explicitly take the first steps along this path of integration, and investigate which topics and techniques would benefit most from collaboration, how collaboration could be shaped, and which new research questions may potentially be answered.

Cite as

Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius. Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). In Dagstuhl Reports, Volume 5, Issue 1, pp. 207-242, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2015)


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@Article{lucas_et_al:DagRep.5.1.207,
  author =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  title =	{{Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051)}},
  pages =	{207--242},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2015},
  volume =	{5},
  number =	{1},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.5.1.207},
  URN =		{urn:nbn:de:0030-drops-50404},
  doi =		{10.4230/DagRep.5.1.207},
  annote =	{Keywords: Multi-agent systems, Dynamical systems, Entertainment modeling, Player satisfaction, Game design, Serious games, Game theory}
}
Document
Complete Volume
DFU, Volume 6, Artificial and Computational Intelligence in Games, Complete Volume

Authors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
DFU, Volume 6, Artificial and Computational Intelligence in Games, Complete Volume

Cite as

Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@Collection{DFU.Vol6.12191,
  title =	{{DFU, Volume 6, Artificial and Computational Intelligence in Games, Complete Volume}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191},
  URN =		{urn:nbn:de:0030-drops-43518},
  doi =		{10.4230/DFU.Vol6.12191},
  annote =	{Keywords: Applications and Expert Systems: Games}
}
Document
Frontmatter

Authors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
Frontmatter, table of contents, preface, author list

Cite as

Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 0:i-0:xiv, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@InCollection{lucas_et_al:DFU.Vol6.12191.i,
  author =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  title =	{{Frontmatter}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{0:i--0:xiv},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191.i},
  URN =		{urn:nbn:de:0030-drops-43315},
  doi =		{10.4230/DFU.Vol6.12191.i},
  annote =	{Keywords: Frontmatter, table of contents, preface, author list}
}
Document
Player Modeling

Authors: Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
Player modeling is the study of computational models of players in games. This includes the detection, modeling, prediction and expression of human player characteristics which are manifested through cognitive, affective and behavioral patterns. This chapter introduces a holistic view of player modeling and provides a high level taxonomy and discussion of the key components of a player's model. The discussion focuses on a taxonomy of approaches for constructing a player model, the available types of data for the model's input and a proposed classification for the model's output. The chapter provides also a brief overview of some promising applications and a discussion of the key challenges player modeling is currently facing which are linked to the input, the output and the computational model.

Cite as

Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André. Player Modeling. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 45-59, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@InCollection{yannakakis_et_al:DFU.Vol6.12191.45,
  author =	{Yannakakis, Georgios N. and Spronck, Pieter and Loiacono, Daniele and Andr\'{e}, Elisabeth},
  title =	{{Player Modeling}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{45--59},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191.45},
  URN =		{urn:nbn:de:0030-drops-43351},
  doi =		{10.4230/DFU.Vol6.12191.45},
  annote =	{Keywords: User modeling, Computer Games, Computational and Artificial Intelligence, Affective Computing}
}
Document
Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191)

Authors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius

Published in: Dagstuhl Reports, Volume 2, Issue 5 (2012)


Abstract
This report documents the program and the outcomes of Dagstuhl Seminar 12191 "Artificial and Computational Intelligence in Games". The aim for the seminar was to bring together creative experts in an intensive meeting with the common goals of gaining a deeper understanding of various aspects of artificial and computational intelligence in games, to help identify the main challenges in game AI research and the most promising venues to deal with them. This was accomplished mainly by means of workgroups on 14 different topics (ranging from search, learning, and modeling to architectures, narratives, and evaluation), and plenary discussions on the results of the workgroups. This report presents the conclusions that each of the workgroups reached. We also added short descriptions of the few talks that were unrelated to any of the workgroups.

Cite as

Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, and Julian Togelius. Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). In Dagstuhl Reports, Volume 2, Issue 5, pp. 43-70, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2012)


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@Article{lucas_et_al:DagRep.2.5.43,
  author =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  title =	{{Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191)}},
  pages =	{43--70},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2012},
  volume =	{2},
  number =	{5},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.2.5.43},
  URN =		{urn:nbn:de:0030-drops-36510},
  doi =		{10.4230/DagRep.2.5.43},
  annote =	{Keywords: Artificial Intelligence, Computational Intelligence, Computer Games}
}
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